Gilt-Leaf Archdruid

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Gilt-Leaf Archdruid

Creature — Elf Druid

Whenever you cast a Druid spell, you may draw a card.

Tap seven untapped Druids you control: Gain control of all lands target player controls.

EDH 0 / 0
Sylvan Advocate feature for Gain Lands

Noxid05 on Opinions on what to include …

39 minutes ago

plakjekaas Thank you I’ll add that one as well!

RiotRunner789 I wasn’t including the one time effects only the repeatable one. I have been including tribal specific ones like Gilt-Leaf Archdruid. The list expanding for cases like enchantment creatures or artifact creatures is part of why I created this thread to get some other opinions. River Kelpie is one that I’ve thought whether or not it should stay on

Belfore on Marwyn Elfs

7 months ago

Well if you are insistent on staying mono green I would say you need at least 4 more land. Even though you have mana dorks you want to make sure you have at least a couple of lands in your hand. One land I would recommend is Nykthos, Shrine to Nyx, War Room, Path of Ancestry, and Scavenger Grounds. As for what to drop for those lands (or more forest) I would drop Gilt-Leaf Archdruid (you only have 12 Druids and 1 druid maker of 100 cards highly unlikely you will have enough druids in play), Wolverine Riders (too slow for what he does), Birchlore Rangers (you already have much much stronger mana dorks), and probably Dwynen's Elite (just not very good at what it is doing).

other creatures to consider putting in the deck over a couple of others. Galadhrim Brigade you mentioned lords, Lys Alana Huntmaster (better token producer than the Dwynen's Elite), Wellwisher (a staple in every elf deck usually), and Ivy Lane Denizen (comboes exceedingly well with your commander, Joraga Warcaller, Haldir, and Lorien Lieutenant).

Also you are missing a bit of interaction.

If you want to go wide I recommend considering either Lathril, Blade of the Elves (would give you some fun and evil mana outlets, and would let you use your Tyvar to greater affect) or Rhys the Redeemed (for truly going wide with an obscene amount of tokens) and again I got more if you want me to keep going with the suggestions let me know.

Oof_Magic on I think this is the …

1 year ago

legendofa

I tend to agree, but with some of WotC's decisions, I don't know that I trust them in making such assessments. I don't think I can pin certain cards but when they removed the 'problem' cards, did they provide an alternative for their effects (to Metroid_Hybrid's point)? Or were the effects problematic as well?

I don't think Witch has been used as a creature type so getting rid of Witch in name doesn't effect gameplay at all. But Shaman and Druid? I'd be alright with trying Gilt-Leaf Archdruid and Rage Forger in the same deck but the point is that if the words are problematic and the words are creatures types, how do you make an appropriate change (if any is necessary) without affecting gameplay? That's for the business to decide, and for the customer to affirm/deny.

seshiro_of_the_orochi on You're Doing That in WHAT …

1 year ago

Mono- or Esper lands strategies are very cool. Dakkon Blackblade comes to mind, and I personally love my Moraug, Fury of Akoum landfall voltron.

Goreclaw, Terror of Qal Sisma is basically a mono- storm deck, which is lots of fun.

Golgari- or Gruul spellslinger is still something I kind of want to do. For Golgari, Willowdusk, Essence Seer seems a viable commander. For Gruul, there doesn't really seem to be one, yet.

A great card for unusual strategies is Guided Passage. You need to build your deck in a very specific way for it to work, but when it does, it's a blast to play. It's mostly a control deck in Temur colours.

Snake Opposition is another very cool strategy as a stall deck in traditional "Go big or go home" colours. You play Opposition and swarm the field using snakes + Sosuke's Summons to tap down your opponent.

Gilt-Leaf Archdruid is an insane druid lord, and another very cruel card if you can assemble the whole circle of druids.

Quick edit: There's also the sun of a lich deck, which is a control/ spellslinger deck in Mardu colours. It uses Lich's Mastery and Approach of the Second Sun to play a spellslinger/lifegain/combo strategy.

Caran_Lyg on Druids of maskwood

1 year ago

Gilt-Leaf Archdruid is too expensive and you can't consistently get it before turn 3 or 4. Your game is probably done before turn 5 so you can't even control their lands and stop them from casting anything. It's an unreliable disruptor.

Necrosis24 on Land creature deck?

1 year ago

I'm assuming you are centering the deck around Gilt-Leaf Archdruid

If you are going mono green:

Ashaya, Soul of the Wild with mana dorks is pretty great with landfall triggers such as Lotus Cobra, Avenger of Zendikar

Kodama of the East Tree + Kamahl, Heart of Krosa with plenty of card draw and landfall token generation Kodama will help you ramp out lands quite quickly and Kamahl will provide the wincon through combat damage assuming you animate your lands.

Yedora, Grave Gardener is a good choice for a morph landfall deck with a sac outlet like Altar of Dementia and utility morphs like Ainok Survivalist can be quite fun. Though this doesn't quite fit with the Archdruid. But on the alternative she goes infinite with Life and Limb/Living Lands. Life and limb also works well with Sporemound. If anything you can use Maskwood Nexus to make Gilt-Leaf Archdruid work which also makes some other landfalls get more powerful with Life and Limb in play.

Otherwise you can go elf/druid tribal and use commanders like Marwyn, the Nurturer.

Some other mass Land animation spells: Sylvan Awakening, Rude Awakening, Ambush Commander.

TypicalTimmy on Tribal Support for under used …

1 year ago

Between Seton, Krosan Protector and Gilt-Leaf Archdruid, the LAST tribe that needs support is them! X-X

Lol

LandoLRodriguez on [PRIMER] Morophon's Tribal Tribal

2 years ago

Guerric Thanks for your input! It's actually the great strength of the elf tribal that made it occur to me when first seeing Morophon that I can smash all the best tribals together with changelings. Kinda funny cuz my final list only includes two elves, and one has a druid anthem rather than elf (Gilt-Leaf Archdruid).

Anyway, I considered most of the cards you mentioned here at one point or another. I think I decided that I had enough lands, rocks, and other ramp that I didn't need any mana dorks. Elvish Archdruid was the last one I considered though. If I find after actually playing the deck that I could use a large source of mana like he can provide, I'll find a slot for him. For the time being, Manaweft Sliver will be my source of creature-based mana.

On the other hand, I could see being in a spot where having someplace to dump mana late-game could be useful, and Ezuri, Renegade Leader could do that job. The problem with him is that he affects all elves with his ability, rather than giving the ability to all elves to use for themselves. The latter is what I'm looking for in this deck. It'll work the same most of time I think, except for in some rare cases where I wouldn't be able to use a couple specific lands (namely Base Camp and Secluded Courtyard, when not set to elves) to use his regen ability. A minor drawback, but one circumvented by any changelings by getting regen from Zombie Master instead. Ultimately though, I think this deck should be able to win without needing to pump the team like he does.

You're absolutely right that I've got the two best "all creatures are ____ type" effects in here. Maskwood Nexus is going to be the card that this deck lives or dies by. Conspiracy and Arcane Adaptation have the exact same effect, but of course the latter costs less overall. Nevertheless, Conspiracy was among the last cards I cut to get down to 100. I did decide I don't need the redundancy, its best use will be to make sure that every creature is whatever was named for The Commander for the cost reduction. The effect is of course moot with Nexus on the battlefield, which is very much a focal point of this deck, so having a second slot for the same effect isn't necessary.

That being said, Xenograft isn't nearly good enough since it's the same effect but only for creatures in play. Not affecting creature spells or creatures elsewhere means no cast triggers, tribal land usage, digging for creature types (as with Realmwalker, Tiamat, and Gishath), or Morophon cost reduction. At that same mana value tier, not nearly good enough.

Thanks for your suggestions and the upvote! Keep checking back if you'd like, I plan to write a primer when I find the time, and to maintain this list as I actually start playing it and find out what's working and what isn't.

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